The Innate Mage discovers, usually at a young age, around 10 or 12, that they are attuned to one form of magic, usually tied to a school. This unique connection to the weave, to one section in particular, grants them the innate ability to create effects keyed to their school. Over the years, they learn basic control over their powers, and in later years, unparalleled ability.

Due to their complete focus and innate tie on one school of magic, they are utterly incapable of performing magic from other schools of magic. (They cannot multi-class to bypass this.)

Innate Mages don't get along with casters who use spells not of the Innate mages focus they view them as inferior and wastes of time and focus.

Abilities: Charisma is the most important ability score for an Innate Mage, due to the fact that their spellcasting is based heavily on that ability score. Dexterity and Constitution, like with all spellcasters, are good for survival, and Intelligence and Wisdom are good for skill points and saves, respectively.

Races: Innate Mages are born randomly of any race, simply representing a physical manifestation of the weave in living form. Innate mages can be found in any race of equal dispersion.

Alignment: Mostly neutral, but other alignments have little bearing on how this class functions. The only exception is necromancy, in which case it is any nongood.

Weapon and Armor Proficiency: An Innate Mage is proficient with simple weapons only. An Innate Mage is not proficient with any type of armor or shield.

Spells: Unlike many other spellcasters, an Innate Mage is naturally talented with one school of magic and only one school of magic, thus their spell selection is limited to one school. Though they only have oneschool of magic, their understanding in the way that school of magic is unparalelled, except by another Innate Mage. Innate Magi know all spells from the school in which they specialize, and they are all cast spontaneously. When a new spell level is made available, as shown on Table: the Innate Mage, they learn all spells possible from their selected school at that level. Their understanding of the mechanics of that one school are so intense that they understand the moving parts of a spell the way one might understand why wheels turn or why fire burns.

The spell DC for all spells cast by an Innate Mage is 10 + their charisma modifier + the spell level + any other modifiers.

'*'In this instance, all cure wounds spells are considered conjuration spells, and all inflict wounds spells are considered necromancy spells, but for this class only.

Innate School: An Innate Mage has one school of magic in which he has an innate talent with. He knows how to pick apart any spell of his innate school the way a mathematician can pick apart a rudamentary equation. However, this absolute familiarity limits his scope of ability, making any other school of magic seem foreign and bizarre. An Innate Mage is completely incapable of using any completion magic item from any school other than his innate school, preventing the use of wands, staves and scrolls from other schools. He can still utilize potions and rods, magical items that do not require training to use, but otherwise he is completely lost with regards to other schools of magic.

Arcane Bias: An Innate Mage's connection to his innate school makes him unusually biased against other schools of magic, giving him spell resistance to any spell of another school equal to 10 + his class level + his Charisma modifier (if any).
However due to the fact that he has blinded himself to their arts he is less prepared to defend himself against them, an Innate Mage can never counter a spell from a different school then his focus and takes a penalty to saves equal to his class level when saving against spells that bypass his SR.

School Mastery: At 2nd level, and every three levels thereafter (5th, 8th, 11th etc.), the Innate Mage gains a bonus to his caster level with his innate school equal to the bonus indicated for this ability on Table: the Innate Mage (+1 at 2nd, +2 at 5th and so on). This represents his ever growing link with his innate school. This bonus also applies to checks to dispel, counter or maintain spells of the same school. This bonus also applies to specific skills that are tied to that school, either in mechanical functionality or in experience:

Abjuration: Heal

Conjuration: Diplomacy

Divination: Knowledge (Any One; this only applies to one knowledge skill, and it cannot be changed after chosen at 2nd level)

Enchantment: Bluff

Evocation: Concentration

Illusion: Disguise

Necromancy: Intimidate

Transmutation: Craft (Any One; this only applies to one craft skill, and it cannot be changed after chosen at 2nd level)

Secrets of Silence (Su): At 6th level, an Innate Mage discovers how to ignore the verbal components of some basic spells. At 6th level, an Innate Mage can forsake verbal components of spells that are 1st level or lower without increasing the spells level. This ability expands to include higher level spells every three levels after 6th (2nd at 9th, 3rd at 12th, 4th at 15th and 5th at 18th). This is a supernatural ability and does not increase the casting time of spells. All spells within the aforementioned levels are automatically cast as silent unless the caster wishes otherwise.

Secrets of Ambience (Su): At 7th level, an Innate Mage discovers how to ignore somatic components of some basic spells. At 7th level, an Innate Mage can forsake somatic components of spells that are 1st level or lower without increasing the spells level. This ability expands to include higher level spells every three levels after 7th (2nd at 10th, 3rd at 13th, 4th at 16th and 5th at 19th). This is a supernatural ability and does not increase the casting time of spells. All spells within the aforementioned levels are automatically cast as still unless the caster wishes otherwise.

Secrets of Power (Su): At 8th level, an Innate Mage discovers how to increase the potency of some basic spells. At 8th level, an Innate Mage can empower spells that are 1st level or lower without increasing the spells level. This ability expands to include higher level spells every three levels after 8th (2nd at 11th, 3rd at 14th, 4th at 17th and 5th at 20th). This is a supernatural ability and does not increase the casting time of spells. All spells within the aforementioned levels are automatically cast as empowered unless the caster wishes otherwise.

Secrets of Alacrity (Su): At 10th level, an Innate Mage discovers how to reduce the casting time of some basic spells. At 10th level, an Innate Mage can quicken spells that are 1st level or lower without increasing the spells level. this ability expands to include higher level spells every five levels after 10th (2nd at 15th and 3rd at 20th). This is a supernatural ability and does not increase the casting time of spells. All spells within the aforementioned levels are automatically cast as quickened unless the caster wishes otherwise.

Innate Spell (Sp): At 11th level, an Innate Mage discovers a link to the weave within himself, discovering that he can channel far more power than normal for a limited number of times per day. At 11th level, he chooses one 1st level spell, this spell is automatically a silent, still, quickened and empowered version of that spell without consuming a higher level spell slot. What's more, he can cast this spell as a spell-like ability a number of times equal to one half his Innate Mage level plus his charisma modifier (if any). At 13th level he may choose a 2nd level spell or lower to apply this ability to. He gains it again at 15th level and every odd level thereafter, increasing the highest level spell he can apply this ability to (3rd at 15th, 4th at 17th, 5th at 19th).

Automatic Counterspell (Sp): At 14th level, an Innate Mage's familiarity with his school is so great that he can counterspell any spell of his innate school, so long as he has a spell slot of the appropriate level available. This attemt automatically succeeds, and can be performed even if it isn't his turn, however, he is simply taking his turn when he chooses to perform the counterspell and cannot perform any actions other than a move action, swift action or free action on his next turn.

Spells: An Innate Mage gains no new spells known or spells per day after 20th level. If he chooses to gain Epic Spellcasting, he may do so, but is limited to seeds with their innate skill in the descriptor (for example an Innate Abjurer would have access to the Banish, Dispel, Reflect and Ward epic spell seeds.)

School Mastery: An Innate Mage's School Mastery class feature continues to improve after 20th level, increasing to +8 at 23rd level and every three level's thereafter (+9 at 26th, +10 at 29th, +11 at 32nd, etc.)

Secrets of Silence: The maximum level that this ability applies to continues to improve after 20th level, increasing to 6th level at 21st level and one additional spell level every three levels thereafter (7th at 24th, 8th at 27th, 9th at 30th, etc.) Increases in this ability stack with those granted by the Automatic Silent Spell feat, increasing the maximum level by three each time that feat is attained.

Secrets of Ambience: The maximum level that this ability applies to continues to improve after 20th level, increasing to 6th level at 22nd level and one additional spell level every three levels thereafter (7th at 25th, 8th at 28th, 9th at 31st, etc.) Increases in this ability stack with those granted by the Automatic Still Spell feat, increasing the maximum level by three each time that feat is attained.

Secrets of Power: The maximum level that this ability applies to continues to improve after 20th level, increasing to 6th level at 23rd level and one additional spell level every three levels thereafter (7th at 26th, 8th at 29th, 9th at 32nd, etc.)

Secrets of Alacrity: The maximum level that this ability applies to continues to improve after 20th level, increasing to 4th level at 25th and one additional spell level every five levels thereafter (5th at 30th, 6th at 35th, 7th at 40th, etc.) Increases in this ability stack with those granted by the Automatic Quicken Spell feat, increasing the maximum level by one each time that feat is attained.

Innate Spell: The maximum level and additional instances of this ability continue to accrue after 20th level. At 21st level, you gain one 6th level innate spell, and you gain one additional spell at the next highest level every odd level after that (7th at 23rd, 8th at 25th and 9th at 27th.) At 29th level or higher, you may choose any non-epic spell you can cast to become an innate spell.

Bonus Feats: The epic Innate Mage gains a bonus feat (selected from the list of epic Innate Mage bonus feats) every five levels after 20th.

If an innate mage attempts to learn magic from any other school, such as by taking levels in wizard or sorcerer, their connection to the weave becomes weakened, and they lose all class features except for their basic spellcasting. Only by forsaking any levels taken in the offending classes, through a simple or complex ritual (DM's discretion) that may be performed anywhere or only in a specific place (again, DM's discretion), in which the character sacrifices 50% of all XP gained towards other classes, and converting the other 50% towards additional levels in Innate Mage.

For example, the Human Innate Evoker Corbin Flametongue has 8 levels in Innate Evoker, and takes 5 level in Sorcerer. In order to restore his abilities, he must perform a ritual defined by the DM in which he loses 25,000 xp (to become 13 level from 8th level requires an additional 50,000 xp after attaining 8th level), and the remaining 25,000 xp goes towards additional levels in Innate Evoker. In the end, he is a 10th level Innate Evoker who, after gaining 8,000 more xp, will become 11th level.

Innate Magi, though generally open minded, have a strong bias against other schools of magic, and those who decide to specialize in them. Though they rarely get into trouble, a chaotic-evil Innate Evoker could really cause alot of mayhem, and a lawful-good Innate Abjurer would be the ultimate policeman.

Religion: They usually worship deities based on their race or area of origin, but they may also worship any deity with the magic domain. Some are dedicated enough to worship their innate school.

Other Classes: Though they rarely rub people the wrong way, those they do rub the wrong way are spellcasters. With paladin-like obsession with their innate school, they often refuse to accept the benefit of learning other schools of magic, believing that their school of magic is perfect and all others are flawed. Though wizards and sorcerers are less irritated by them, the strongest conflicts come from two or more Innate Magi of different schools being in the same party, and they often can't stand each other's tireless devotion, often expressing to other party members what an idiot the other one is.

Combat: Innate Magi generally play the role their innate school provides. Innate Abjurers are protectors, whereas Innate Conjurers are generals and healers. Innate Diviners often serve as the party's source of information when they're tight on cash or lacking in contacts.

Advancement: Typically, multiclassing is not necessary, but in order to add versatility, this class goes along well with fighter (as well as Eldritch Knight later on) to make up for its lacking physical combat abilities, Cleric or Paladin to make good use of not only the high Charisma your character will most likely have but to make up for the combative weaknesses and add another character role.

His scope is limited, but I could never match him when it comes to evocations.

”

—Van Lucint, Half-Elf Sorcerer, telling his friend about an Innate Evoker he had met

Innate Magi often pop up unexpectedly, in random places and times. Unlike with other Charisma-based casters, their abilities do not begin to manifest until the end of their childhood. Rather than operating on study or experience like wizards, sorcerers and other arcane casters do, they feel their way through magic, and over they years they become more sensitive to the minute vibrations and shifts in the weave.

Some are outcast or avoided like they're cursed, because they often refer to their innate school as a person, emotion or sensation, making others, and often themselves, believe they are insane. Despite their situation, many figure out what is going on, especially if in the presence of another spellcaster. Once they begin the path to understanding their power, it moves quickly, advancing to levels that some take years to achieve.

By nature, they are usually laid back and mellow, with very little sense of urgency.

Daily Life: I'll work on this.

Notables: Corbin Flametongue, Human Innate Evoker.

Organizations: Due to their laidback nature, they rarely have organizations or meetings, especially since each type of Innate Mage finds every other type of Innate Mage unbelievably abrasive and pig-headed. Sometimes cabals form for specific schools, and sometimes areas are prone to producing certain schools of Innate Mage, prompting a governing body for those in that area with the right school. Generally, however, Innate Magi don't play well with each other, and rarely develop lasting organizations. Additionally, they are not common enough to warrant a large scale society.

Despite all of this, though, there is one organization that does exist. Burried deep in the heart of an out of the way demi-plane, known as the Weaveheart, created by ancient masters of this art, is an organization known simply as The Weavers. They are an exclusive college that takes in promising members to help them grow in power and learning, applying the studious and experimental ways of Sorcerers and Wizards to innate spellcasting. With a complex study structure, anyone invited to study in this college is required to be of at least 3rd character level and no lower than upon entering, and is required to complete 10 years of study in the organization.

During these 10 years, they gain 10 levels, studying under ancient masters who have recieved, and now pass on, knowledge that is thousands of years old. After this, they are usually required to serve The Weavers for 1 year, performing errands and quests ranging from picking up some tea from the Material plane for one of the teachers to slaying a rogue Innate Mage. Whatever needs doing.

NPC Reactions: NPC's are usually unnerved by them. Though they aren't exactly spurned to hatred immediately, there are small manifestations of their power that often give them away. An innate Evoker have have a thin, light heat haze radiating from them, it may be difficult to actually touch the skin of an Innate Abjurer due to a weak field of force that layers their skin. An Innate Necromancer will often leave a swath of rot or grayness in grass or the like. Though there are no rules on the manifestation, the manifestation always has an obvious and visible link to the Innate Mage's innate school.

Characters with ranks in Knowledge(Arcana) can research Innate Magi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Arcana)

DC

Result

5

What in the nine hells is an Innate Mage?

10

A mage who casts spells naturally, like a sorcerer.

20

A spellcaster who specializes in just one school, and is that much better for it.

30

Innate Magi are born with a physical link in them to the weave, allowing them to treat magic from their innate school like an extra appendage.

An Innate Mage's position in society often depends on their school. Each entry defines the position in the game of each individual form of Innate Mage:

Abjuration: Abjurers often serve as politicians or local leaders. It wouldn't be unusual to see an Innate Abjurer from a small village or town be the Mayor or leader, or plan to be that if they're adventuring at the moment. Abjurers are rarely antagonistic or evil unless from a prodominantly evil society, and even then they are usually lawful. Innate Abjurers who are common-born in cities or metropoli almost always toil away as sheriffs or the like. Noble-born Innate Abjurers often serve in higher up position, but they generally end up in the same line of work, public service or law enforcement.

When adventuring, Innate Abjurers are often doing so to gain wealth, experience, power or some other like qualtity to allow them to return to their home and become a public servant of some kind, with focus on the ability to protect people. They always fulfill the role of protector in the party.

Conjuration: Innate Conjurers, depending on their specialty, summoning or creation. Those who specialize in summoning are often very good at, and truly enjoy, diplomacy and conversing. They usually move into the field of politics, which allows them to make good use of their considerable Charisma score and do something they truly enjoy, though they rarely take positions in which there are given 'too much' authority or responsibility, preferring mid- to low-level positions where they can focus on the diplomacy without there being too much administration. Those who specialize in creation are often craftsmen, and at high levels may be the head of some sort of craftsmans guild or association. They thoroughly enjoy creating things, making their particular innate school particularly helpful.

When adventuring, Innate Conjurers are usually the ones who talk to the locals and get good deals at the market in addition to their benefits in combat as commanders of summoned allies. Those who prefer creation are your fix-it guys, as well as cooks. They're slightly less useful in battle, but make your life much easier outside of combat.

Divination: Innate Diviners, as one might expect, serve society as sources of information. This can be in either a good or bad role, from finding information like when the rains will begin to when the guards are changing shift. People employ them for their ability to determine things, and they usually serve in courts of law or as the man who determines who did what. On the other hand, they can help criminals by retrieving important information like the layout of a mark for them.

When adventuring, Innate Diviners usually serve as a search engine for the party, a source of vital information with their arsenal of spells that get information.

Enchantment:
Evocation
Illusion
Necromancy*
Transmutation

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.